- pipeline = new GL::Pipeline(window.get_width(), window.get_height(), false);
- pipeline->set_camera(&camera);
- pipeline->add_renderable_for_pass(layout_3d->get_scene(), 0);
- if(base_object)
- pipeline->add_renderable(*base_object);
- pipeline->add_renderable_for_pass(track_wrap, "unlit");
- pipeline->add_renderable_for_pass(layout_3d->get_path_scene(), "unlit");
- pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
-
- light.set_position(0, -0.259, 0.966, 0);
- lighting.attach(0, light);
-
- GL::PipelinePass *pass = &pipeline->add_pass(0);
- pass->lighting = &lighting;
- pass->depth_test = &GL::DepthTest::lequal();
+ main_view = new View3D(*layout_3d, window.get_width(), window.get_height());
+ GL::Pipeline *pipeline = &main_view->get_pipeline();